As someone who has played a hunter main for the better part of two years now, I cannot even begin to fathom why Bungie made the changes that they did to the GS class.
Call me bitter if you want, but when Titans were rebalanced, they got all sorts of fun little new goodies to play with, as did Warlocks, things that made each of the classes more viable. What did Hunters get? Some balance in PvE so they actually had more than one useful subclass (long time in coming) and a total bitch slap in PvP. I won't go into the Nightstalker and the Bladedancer at all, but Gunslinger clearly needs to be discussed.
Let's start with the grenades. Warlocks and Titans both have a sticky by the name of Fusion Grenade, arguably one of the most OP grenades in crucible right now because of it's ability to one shot and it's absolutely absurd tracking. Hunters have... Well some would say Swarm grenade. Swarm grenade however is not even a fair comparison as it's a VERY noticeable grenade and it doesn't even approach a OHKO. It's more of a grenade that's good for softening a target, perhaps getting them to back off (also it can be outrun if someone is fast enough). It has not been and will never be a grenade that will be a 'throw at person, turn attention elsewhere as they're going to be dead now grenade.'
Hunters used to be able to use tripmines as their 'pseudo' sticky, but even then, things like a max armor Ramlock and Striker titan could still even tank being unicorned and unless the majority of people are running a different crucible than I am, those two appear in abundance. Heck, if you had enough agility, you could even run through one stuck to a wall and leave the explosion behind you enough to live through a lessened damage radius, to say nothing of being able to shoot it off a wall our out of the air if lady luck fancied you. So why did they need to be changed in the first place?
Well apparently according to Bungie because too many people were using them, not because they were overpowered at all. This raises an interesting question of why the other grenades were not buffed to be better, rather than what most considered to be the only really quality Gunslinger grenade got nerfed. It also raises the interesting question of why Solar Hunters are now the only Solar based class without a legit sticky, never even minding a OHKO sticky no matter your armor with insane tracking.
The only people I ever saw who were getting mad about tripmines were people without the awareness to see them and shoot them in the first place. At least Tripmines gave you a chance to live if you shot them or ran max armor, a fusion grenade is just GG.
Even in their old state they were anything but OP and now what with the way that people sometimes just run right past them without taking a lick of damage (something I can only assume is a glitch that isn't a high priority to get fixed), they're downright unusable. In a game where TTKs are sub one second in higher ELO brackets, you need your grenades to be reliable and when you can't even count on them to weaken a target, let alone kill them, you're forced to look elsewhere.
If Bungie wants to take our tripmine's versatility and killing power, fine, take one of our grenades and give us Fusions instead, I'm sure that's a change that no self respecting Hunter would complain about, PvE or PvP. Except that would likely bring up the catch 22 of Fusions being put on the chopping block because of their already insane tracking, but also because they would suddenly become the go to grenade in our kit, seeing as neither of our other grenades have the sheer stopping power that a Fusion does. We don't want to be OP Bungie, we just want to have a reliable killing tool and right now, the Gunslinger really doesn't feel like any grenade is reliable enough to trust your life to.
That said, I don't even have an opinion on why throwing knives got nerfed. In a crucible where shoulder charge was rampant and often a OHKO, where warlock tickle fingers hit you from half a room away with tracking on par with fusion grenades, who was ever complaining that they got killed by a throwing knife? Yes, throwing knives had some tracking to them, but think to yourself about the last time that you actually raged because a hunter headshot you with a knife (something that took a fair bit of skill to do in the first place) and unless you were running super low armor, it was never a OHKO.
Just speaking as someone who's been headshot before by a throwing knife, I didn't really ever say anything other than 'dammit' about 99% of the time. It was never the sort of thing that happened more than a time or two a game if it happened at all, so what was the reason to nerf their damage in the first place? I don't think that Bungie ever gave a definitive answer on that other than it just felt like someone's hunter main pissed in a dev's cornflakes.
English
-
Edited by FerniG66: 10/4/2016 3:04:24 PM
-
I totally agree with everything you said, but you might want to give incendiary grenade a shot. Admittedly the bounce can be inconsistent at times, but once you get used to planting them right at someone's feet, they are devastating. Even a ohk on low armor players thanks to the burn damage. Plus they can be bounced around corners, which is a utility most other grenades are lacking.
-
That low armor part is the problem. You have to hope for the enemy to be either hurt, have basically no armor or dumb enough to stand on a grenade. The fusion grenade doesn't care about your armor or health. It just kills you regardless
-
See that's one of the mentalities that this community has that I don't like. People think if a grenade isn't a guaranteed one-shot, it's worthless. Grenades aren't always meant to get you easy kills. No one tossed a frag grenade in Halo expecting that to be all they needed for a kill. You just gotta use them intelligently and follow it up with actually using your primary.
-
I don't expect every grenade to be a one hit kill. But certain grenades like the incendiary should kill you if you are directly on it when it goes off. I never expect kills from swarm grenades and voidwalls since they are mainly just to block off areas from enemies.
-
Jesus christ will you whining little bitches -blam!-ing read. They are trip mines ment as TRAPS. -blam!- if you use them right you will be successful cause I sure as hell am getting plenty of trip mines kills cause I'm using them the right way.
-
Right
-
Ah yes, the obligatory 'git gud' post (somehow I shouldn't be surprised given your avatar). I can assure you, that I'm more than aware that they are to be used as 'traps' and as a matter of fact that's what I mostly used them for pre-nerf, zoning. But that doesn't change the fact that they did not need a damage nerf and that at present, they're unreliable as sometimes they do damage and sometimes they don't. Also just from a quick look at your stats, I'd say that a whopping 5% of your kills being via grenade isn't 'plenty'.
-
1. You're right posting a "git gud" comment probably wasn't the best idea. 2. I only recently started using gunslinger as a whole so of course I'll only have a whopping 5% grenade kills. 3. What I meant to say was, set it around corners bait someone to chase you (it's really easy with this shotgun meta) and finish them off with your primary. Yes it does glitch out and doesnt damage them at all which is really the only thing imo bungie needs to change about the grenade.
-
I can agree on your final point. If they'd put its damage back to where it was so it's an efficient spike once again and actually fix it's arming/damage radius so you can't sprint though it or not take damage at all, I'd be more than happy with it again.
-
[quote]The only people I ever saw who were getting mad about tripmines were people without the awareness to see them and shoot them in the first place. At least Tripmines gave you a chance to live if you shot them or ran max armor, a fusion grenade is just GG.[/quote] The best Gunslingers that I've played against wouldn't use them as traps but tag you with them while you're behind cover or trying to back out of an engagement. They would use them the same way as a Lightning or Spike Grenade.
-
1. Hunters have their own fusion grenade. You just can't play as a Gunslinger and use it. Just like warlocks can't play as a Voidwalker. 2. The only sticky that can kill a max armor, Ram-equipped Warlock is the fusion grenade of another warlock. But hten I've had Defender Titans with force barrier proc-ed that have tanked them. 3. The reason why Tripmines got nerfed was simple. THEY WERE THE ONLY GRENADE IN THE GAME THAT WOULD ACT AS BOTH A STICKY GRENADE AND A SPIKE GRENADE. Which made them SUPER obnoxious to have to fight against....and led to the ridiculously high kill rates using them....and why Hunters are whining so much now that they've been brought back into balance. a. A Warlock Fusion grenade. can only OHK if I stick it to you. If I miss, it goes flying by....detonates quickly...and does little AoE damage. So using it is a high-risk/high reward play. b. A Titan spike Grenade cannot OHK. Even the feared Lightning grenade, can only kill from full strength with TWO pulses, and need to be thrown with considerable accuracy. So there's time for a player to get away to safety, What made Tripmines annoying-as--blam!- is that most people wouldn't use them as spike grenades....they'd us them as stickies. They rush you and throw the tripmine at you as the opening move to a gunfight. In the air they are hard to distinguish from throwing knives. If it hits you....it acts like a sticky. OHK. But if it misses it used to then attach to a nearby surface, activate...AND THEN HANG AROUND FOR THE NEXT 10-30 SECONDS AS A TRAP. One that was usually on the ground at your feet....or attached to a wall behind you...so (again) you struggled to see it. So then the grenade got TWO MORE chances to kill you. Because you either stepped on it DURING the ensuing gun fight...and having it finish you off. OR---after killing the Hunter who threw it at you---you then stepped on it trying to LEAVE THE AREA. Given the Hunter who threw it a cheap post-mortem. NO other grenade in the game got THAT many bites-at-the-apple in killing you. All the nerf did was take away that ability to use it as both a sticky AND spike grenade...and into line with the capabilities (and limitations) of all the game's other grenades.
-
Edited by darthstitch: 10/4/2016 3:24:30 PMYeah they didn't just nerf the sticky part....
-
True. But the loss of its ability to act as a sticky grenade was its most powerful and versatile aspect...and what salty Hunters whine the loudest about losing. As long as it doesn't act as a sticky, I have no problems with its damage being buffed a bit.
-
Yeah I didn't care to much for it sticking
-
Bump. Completely agree and this is coming from a himter
-
1. Well then that's not a fusion grenade is it? That would be like saying that the magnetic grenade for a titan is a sort of fusion as well, but they can't be Sunbreaker to use it. The fact stands that they are the only SOLAR class without a sticky. 2. I'm relatively sure that Sunbreaker fusions are a one shot as well. Granted I haven't been into Crucible on my Titan since RoI dropped because I've been busy grinding my light up, so I could be wrong, but I'm relatively certain that without an overshield, either fusion will one shot a guardian. 3. The complaint doesn't come from the fact that we can't dual purpose the grenade anymore. I will admit that having it be dual purpose was nice, but what we lost wasn't it's ability to function as both. We lost it's ability to function as EITHER. Here's the problem, in taking away the fact that they stick to enemies, they effectively removed their ability to function as a sticky, which, while annoying, would have been something that was stomachable as we could have still used them to set traps, bait enemies into walking into them like a spike etc... But in nerfing the damage as well, they made them not even function properly as a spike grenade either, which is all that they can be used for anymore. They no longer do enough damage to kill anything, even at low armor people can tank them, whereas other spike grenades, including, as you put it, the feared, lightning, have the capability to do enough damage with ONE grenade and some luck/skill to outright kill. Unless an enemy is running practically zero armor or have been pre damaged, you will never kill one with a single mine. This isn't even taking into account that the hit detection of the tripmines is utterly broken right now. Sometimes they work, sometimes they just decide to blow up without doing so much as putting a scratch into the armor of the guardian that tripped it. Say what you will about fusion grenades being high risk, high reward, you stick a guardian, they will take heavy damage or die. The current state of tripmines is so up in the air as to whether or not they will actually harm a guardian that you can't use them simply for the sake of lack of consistency, your grenade detonates on top of an enemy it should always do SOMETHING. Gunslinger hunters didn't get brought into 'balance' at all, we got a grenade that is simply unusable in it's current state. If Bungie doesn't want our tripmine to be a sticky, that's fine, let it be a spike, but it needs its damage put back to where it was so that people can't just giggle while eating the damage, it needs to HURT like a spike does when you walk into it and it needs it's hit detection fixed so that it's at least a functional spike rather than a roulette wheel. As I said, I'll happily take a Fusion for ANY of the current incarnation of Gunslinger grenades, even taking into account the 'high risk' as you put it. At least that's a grenade that I know I can count on.
-
You're going down a path that leads into the weeds, and will never get back out. I'll simply say this. THIS game is not balanced like Halo...and it never will. So if you---or anyone else----wants a shooter where everyone has the same abiltiies and those abilities are all of equal power, then Destiny is not your game. This game is balanced like Overwatch or Titanfall 1. Its is a rock-paper-scissors affair where each class has its own unique set of abilities. Adavntages and disadvantages. The blunt fact here is that Hunters don't have grenades that are as a powerful as those of Warlocks. BECAUSE THEY'RE NOT SUPPOSED TO. Likewise, they don't have melee attack as powerful either. But to offset those disadvantages, they have speed, movement and weapon handling abiltiies that other classes don't have. So the purpose of this game was never---and IS never---so that you can run around, not think about what youre doing, and rely on twitch speed to get you out of bad situations. The purpose is so that each subclass represents a unique fighting style....that each subclass has weaknesses to offset what they do well...and each class has an ability that can counter those of other classes. Which is why I've always said----coming from someone who plays all three classes in PVP----the solution to firebolts is simple. Back. Up. Not nerf them into the ground, which is what Bungie did.
-
-
"10-30 seconds as a trap" Listen, if you're going to try having an intelligent debate with someone here's 2 tips: 1. Don't shout and use excessive caps, it makes it seem like you're throwing a tantrum and 2. Get your facts straight; Tripmines last 5 seconds with the exotic gauntlets increasing that to 10 seconds.
-
Um no. You get your facts straight, I just tested it my self. With the young ahamkara's spine they last 30 seconds, without only ten seconds.
-
Edited by TheArtist: 10/3/2016 3:12:03 PMBefore the nefs. A standard tripmine would stay activated for 10 seconds before self-destructing. If you had the Young Ahamkara's Spine Guantlets the time increased to 30 seconds. But the precise number are beside the point. THE POINT, is that all the games other stick grenades detonate right away if you miss the toss....they do little AoE damage....and they don't hang around as traps. IOW, if you miss that attempt to stick it to your target, you're just shit out of luck. Not so with tripmines before the nerf. As another poster noted, that allowed Tripmines to act as an all-in-one grenade that had a disproportionate amount of capability and very few drawbacks compared to all the games other grenades. Miss your chance to use it as a sticky? No problem.....get 'em when they step on it as a trap. Which is precisely why so many Hunters are angry that that ability has been taken away. All you have to do is go back at the data on the Guardian website prior to the nerf. Tripmines were a serious outlier in terms of the number of kills in pvp.
-
Totally agree. I spent about five months away from Destiny this summer and came back with Rise of Iron. Imagine my surprise when people easily ran through my tripmines in Crucible, even when already wounded. I was dumbfounded when I saw my grenades hit and bounce off minions in PvE while trying to do the attachable grenades bounty. "When did these stop sticking?" I wondered aloud. I used to use the throwing knife rather frequently in Crucible. Get a couple shots on someone and then finish them off with a throwing knife. Now they need to have their shield completely removed in order to kill, and even then a body shot doesn't always do the job. I've been a Gunslinger main since Day One (though Nightstalker quickly became my PvE main with TTK). I still do OK in Crucible but it is very noticeable that my grenades and melee abilities are seriously nerfed. Given the fact that other classes can still OHK with their abilities its a little baffling why these choices were made. Is it simply because GS was a popular choice in Crucible? Is this Bungie's way of encouraging "diversity", by simply nerfing the most-used class?
-
If they're anything like how Blizzard tends to balance classes, then it's entirely possible. Rather than bring other things up so that they're good, they tend to nerf something down that they consider OP, or too used to the point that only the most hardcore will continue to play it, thereby forcing people to try other things. It's a somewhat disgusting practice, but it's easier to nerf one thing into the ground than to buff two around it a lot of the time it seems. Of course this in light of how Sunsinger Warlocks got to be gods of crucible for so long without Bungie nerfing them makes me scratch my head a bit since they said that they would have issues 'balancing' them. Which is something that they did, maybe a touch heavy handedly several months after the fact, whereas Hunters just got gut punched across the board right out of the box. I think that Bungie doesn't get that Hunters weren't any more OP than any of the other classes at the time so much as they were just more popular.
-
Because Sunsingers were only "god" in Trials....and only because of the perverse incentives that the ability to revive a player in 3v3 creates. In Sixes....the best way to take you out fo the game is to kill you. It forces you to respawn. The game has to find a safe place for you to spawn So you're out of action for at least about 20 seconds. But in 3v3----because of revives----you can get killed...and be back in the game very quickly. So its actually more of a hindrance to your team to hit you with a DoT attack that CRIPPLES you for a defned period of time...than it is (inmost cases) for me to actually kill you. Kill you...and have you back in the game in under 7 seconds....or cripple you with an ToF/VF firebolt....and take you out fo the game for 14 seconds. Simple math problem. But that particular build didn't give you any advantages in any other part of the game, or in 6s. So what ended up happening is that the nerf to firebolts that was designed to get the Trials (and other 3v3) players to stop complaining.... ...ended up breaking Sunsingers in every OTHER part of the game. Oh....and in Year ONe....Hunters were OP. The problem is that Year Two---with the nerfs, and the addition of Roving supers to the other two classes ( Sunbreakers, and Stormcallers) effectively ENDED the Hunter's dominance of PVP. ...and that Lack of dominance is being interpreted for being Underpowered. They arent'. They are just finally in BALANCE with the game's other classes for the first time in the game.